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Sergei the Haunted's page

58 posts. Alias of Doomed Hero.


Full Name

Sergei

Race

Male Human Kineticist, HP: 13/13, Temp HP 0, Sanity 38, Burn 0/8, Fort +7, Ref +5, Will +1,

Classes/Levels

Init +3, Per +6, Hero Points 1/1

Special Abilities

Darkvision 60'

Alignment

Chaotic Neutral

Strength 8
Dexterity 16
Constitution 20
Intelligence 14
Wisdom 12
Charisma 10

About Sergei the Haunted

Human (Shabti) Aether Kineticist 1
VMC Oracle of the Spirit Realm

Appearance:

Personality:

Sergei's personality is mercurial. His entire demeanor can shift depending on what's happening around him, but the shifts aren't consistent. Even when faced with similar circumstances, he will sometimes behave very differently than he has in the past.

Sergei's personality is based on which of the spirits in his body spirits are the most prominent. He's slowly learing to intigrate them, but the results are unpredictable.

Background:

Sergei has been a prisoner for a very long time. His memories are fragmented and incomplete. It was only through the aid of Professor Van Richten that Sergei began to put his mind together into a cohesive whole. After the professor stopped visiting him, he grew lonely. It was a novel emotion considering how many people shared his mind. Picking the lock to his cell was easy. No guards stopped him on his way out. The townsfolk seemed nervous when he wandered out of the ancient prison, but when he asked where he could find Professor Van Richten, they were polite enough to point shakey fingers towards a small house.

Sergei is a constructed double of Sergei Von Zarovitch, created by the lich Azlain to be an insult and weapon to be used against the Lord of Barovia. The goal was to draw the original Sergei's soul to the new constructed body, but the experiment failed. Sergei's soul was trapped. Azlain intended to find a way to free Sergei's soul and finish his experiment, but then Azlain vanished, and later the Conjuction occurred. The entire landscape changed. With no understanding or purpose, the construct wandered the mists. True to his design, lost souls were drawn to him. His mind has become a composite of the memories he has absorbed, a system of personality fragments that all share a commonality. They were all betrayed and killed because of Strahd Von Zarovitch. After a confrontation he barely remembers he ended up in prison and left to die. He never did. Eventually who he was and how long he'd been there was forgotten until he was re-discovered by Professor Van Richten.

Defense:

HP:13 (8 base, +5 con)

13 AC (10, +3 dex

12 CMD (10, +0 BaB, -1 str, +3 dex, +

+7 Fort (base +2, con +5)

+4 Ref (base +2, dex +3)

+1 Will (base +0, wis +1)
-1 vs Compulsions
...reroll vs Charm, Compulsion, or Fear, x1 per day with +2 bonus
...Advantage on saves vs Possession, Domination, and Mind Control
...+1 vs magical Lie Detection

Offense:

+0 BaB
-1 CMB (bab +1, str -1)

Cane (club), -1 atk, 1d6-1 dmg, x2 crit, 10' range inc.

Telekinetically Hurled Object: ATK +3, DMG 1d6+6, x2 crit, Range 30 feet

Bear Trap, atk +10 melee 2d6+3, halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object), DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check

Traits and Feats:

Legacy: Dilisnya, +2 Bonus to Dexterity.
Sleight of Hand is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 to Will Saves versus Magical Lie Detection (Zone of Truth, Discern Lie, etc).

-------Drawbacks------
Empty Mask: You take a –1 penalty on Will saving throws against compulsions. This penalty increases to –2 against foes who know your true identity.

-------Traits---------
Seeker: Perception is a class skill. +1 trait bonus
Vagabond Child: Disable Device is a class skill. +1 trait bonus
Second Chance: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

-------Feats----------
Extra Wild Talent: Telekinetic Finesse

Skills:

Class skills: Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Slight of Hand (dex), Stealth (Dex), and Use Magic Device (Cha).
Added: Knowledge: Engineering (int), Disable Device, Percption, Intimidate, Bluff, Disguise, Knowledge: Arcana

Skill Points: 4, +2 int

Total:
...-1 Armor Check Penalty**

+7 Acrobatics (1 rank, +3 dex, +3 class)
+4 Diplomacy (1 ranks, 0 cha, +3 class)
+8 Disable Device (1 rank, +3 dex, +3 class, +1 trait)
+6 Intimidate (1 rank, +0 cha, +3 class, +2 legacy)
+6 Perception (1 rank, +1 wis, +3 class, +1 trait)
+5 Slight of Hand (0 rank, +3 dex, +3 class, +2 legacy)
+9 Stealth (1 rank, +3 dex, +3 class, +2 circumstance)

[/ooc]

Race Abilities:

Ability Score Modifiers: Shabti have powerful bodies and presences to match. They gain +2 Constitution and +2 Charisma.

Type: Shabti are outsiders with the native subtype (counts as human due to Facimilie)

Size: Shabti are Medium creatures and receive no bonuses or penalties due to their size.

Speed: Shabti have a base speed of 30 feet.

Languages: Shabti begin play speaking Common. Those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Darkvision: Shabti can see perfectly in the dark up to 60 feet.

Immortal (1 RP): Shabti do not age naturally and cannot die of old age. While some might come into being at age categories other than adulthood, they never leave their original age category. Spells and effects that cause aging affect a shabti as normal.

Facsimile: A few shabti are made with such skill they are nearly perfect copies of a mortal. Shabti with this racial trait appear to be human, save perhaps for minor features like unusual skin color. They count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person). This racial trait replaces immune to undeath and alters the native subtype.

Resist Level Drain (1 RP): A shabti takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels than he has Hit Dice. After 24 hours, any negative levels a shabti takes are automatically removed without the need for an additional saving throw.

Blank Slate: Some shabti are bereft of memories of their past lives but can accomplish great improvisations. Shabti with this racial trait can, once per day as a free action, treat any skill as though they had a number of ranks equal to half of their character levels for one skill check (minimum 1 rank). This racial trait replaces past life knowledge.

Shattered Soul (–1 RP): Shabti who are killed are exceptionally difficult to return to life. Those who attempt to return a shabti to life using raise dead, resurrection, or similar spells must succeed at a caster level check equal to 10 + the shabti’s Hit Dice. If this check fails, the spell fails and the caster can’t return the shabti to life for the next 24 hours (though the caster can try again after this period).

Pharaonic Will: Rather than working to influence others, some shabti focus inward. Once per day as an immediate action after failing a save against a charm, compulsion, or fear effect, a shabti with this racial trait can reroll the save with a +2 racial bonus. This racial trait replaces spell-like ability.

Kineticist Abilities:

Basic Telekinesis
Level 1; Burn 0

This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

Simple Blast: A telekineticist gains telekinetic blast as a simple blast wild talent.

Telekinetic Blast
Level —; Burn 0
Blast Type: physical; Damage: By object (bludgeoning, piercing, or slashing)

You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast’s damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage).

You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don’t take the –4 penalty on the attack roll for throwing an object that wasn’t designed to be thrown. In this case, the object’s special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.

Extended Range
Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.

Telekinetic Finesse
Level 1; Burn 0
You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.

Gather Power: If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Burn (Ex) At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Oracle Abilities:

Spirit Realm Mystery:

Added Class Skills: Bluff, Disguise, Knowledge (arcana), and Sleight of Hand to their list of class skills.

Possessed Curse: You take a –2 penalty on all concentration checks, and concentrating to maintain a spell duration provokes attacks of opportunity. Whenever a foe attempts to use an effect to possess or dominate you and the effect allows a saving throw to negate, you may roll twice and take the better of the two results.

Consumables:

Equipment:

Armor:
Shield:
Head: Tricorn hat
Eyes:
Neck: Scarf
Shoulders: Cloak
Waist: Leather belt
Body: Shirt
Vest: Vest
Wrist:
Hands: Gloves
Ring:
Ring:
Feet: Silent Boots (masterwork stealth tool)

-Hidden on person-

-In Pouches/On belt-
Chalk
Ball of twine
Thick wire
Hand mirror
Waterskin
Flint and Steel
Compass

-Bandoleer-
Bag of marbles

Strapped/Hooked to outside of pack:
50' rope and grappling hook
2 pitons

In Backpack:
Rations x10
8 pitons
Scroll tube
paper x10
charcoal
ink in metal jar
quill pen
Sewing kit

Cash:

Theme Music:

Notes:

Hero Point Rules:

Hero Point Mechanics:
1) One permanent Hero Point may be used to avoid a final death scenario allowing a narrow cinematic escape,
2) One temporary Hero Point may be used if you are between -1 and -9 hit points to stabilize yourself to prevent further blood loss,

3) Temporary Hero Points may be expended to power Feats. These grant a lasting bonus for a one scene or one round duration depending on the feat description,

4) One temporary Hero Point grants a character a chance to supplement their d20 roll by 1d6 and add the result (whatever it was - no re-roll) to the d20 result,

Progression system:
Level 1-10 1d6,
Level 11-20 2d6,
Level 21-?? 3d6. and

5) No more than one Hero Point may be expended per round.

Optional rules mostly in the form of New Feats for Hero Points:

Arcane Surge (Prerequisites - Arcane Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),

Attune Item (Prerequisites - A Weapon of Legacy) (Allows wielder to expend one hero point to add +3 to attack and damage for the scene with chosen item),

Defensive Ward (Prerequisites - Dodge) (Allows wielder to expend one hero point to give yourself a +3 Luck bonus to AC for the scene),

Divine Surge (Prerequisites - Divine Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),

Heroic Feat (Prerequisites - None) (Any saving throw successfully made 10 points above an effects DC automatically allows the character to regain 1 used Hero Point),

Heroic Grace (Prerequisite - None) (Allows wielder to expend one hero point to add +1 to all saving throws or +3 to one saving throw for one scene),

Heroic Quickness (Prerequisites - Improved Initiative) (Allows wielder to expend one hero point to add +3 to Initiative checks),

Manifesting Surge (Prerequisites - Psionic Class) (Allows wielder to increase a powers save DC by 3 for 1 round by expending a Hero Point).

DID rules:

Personality Takeover Mechanics OR Can we come out and Play?

-If Sergei needs to make a Will saving throw there is a chance that another personality comes to the forefront.

1. Where you make a Will save by 5 or more over the required DC nothing happens.

2. Where you make a Will save by 0-4 or more above the required DC, you need to make a separate save at the same exact DC. If you fail, a new personality comes to the forefront, that personality will be rolled at random [1d8 or more depending on how many souls we stick into you!] and will be in control for the forseeable future.

3. Where you fail a Will save, a new personality automatically comes to the forefront rolled at random [dice roll as above] and is in control for the forseeable future.

4. If you Botch a Will save a new personality comes to the forefront of your choice and that character successfully resists whatever caused the Will check. [Ex. you fail a Feeblemind with a Botch your new personality overcomes the effect by burdening the old one with the effect] This could potentially leave the other personality further mentally impaired as time moves on.

5. Special, if the narrative calls for it, the switch happens

The Spirits Within:

Reinhold Dilisnya – His background remains unchanged from canon. Class Aristocrat –

Level 1 Feat – Persuasive +2 Bonus to Diplomacy & Intimidate checks @ 7th level the bonus increases to +5 & @ 14th level the bonus increases to +8.

Level 3 Feat – Rhetorical Flourish. When using the Diplomacy skill to make a request or change a creature’s attitude, you can use verbal misdirection. To do so, make a Bluff check against that creature. If you succeed, you gain a +4 bonus on your next Diplomacy check against that creature if the check is made within the next minute. If you fail by 5 or more, you instead take a –2 penalty on your next Diplomacy check against that creature.
Alternatively, you can use this feat to retry a single failed Diplomacy check against a creature. You take a –4 penalty on your Bluff check when using Rhetorical Flourish in this way. If you succeed, rather than gaining this feat’s normal bonus, you can retry your last Diplomacy check against the creature if that check was made in the past minute.

Level 5 Feat – Antagonize. You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.

Level 7 Feat – Call Truce. While in combat, as a 1-round action (as if it were a spell with a 1-round casting time, you can call for a truce with any creatures that have an Intelligence score of 4 or greater and can understand you. When doing so, you can’t be wielding a weapon or threatening implement, such as a charged spell, wand, or anything else the creatures you are entreating might consider threatening. You must also be in plain sight of most the creatures you are entreating.
Once you’ve called for a truce, if any of your allies attack or take any threatening action against those you are entreating before the start of your next turn, your call is unsuccessful.
At the start of your next turn, attempt a single Diplomacy check (DC = 30 + the Charisma modifier of the creature with the highest Charisma modifier in the opposing group). If you are successful, combat ceases for 1 minute, or until any creature in the opposing group is threatened or attacked.
If you fail the check by 5 or more, you cannot use Diplomacy again with any creature you attempted to entreat for 1d4 hours. If anyone in your group instead plans to use the parley to gain a combat advantage, the opponents can attempt a Sense Motive check against each such member of your group to get a hunch, with a DC equal to either 20 or the result of that character’s Bluff check, whichever is higher.

Level 9 Feat - Betrayer & Quick Draw.
Betrayer. When you succeed at a Diplomacy check to change a creature’s attitude, you can draw a weapon and make a single melee attack against that creature as an immediate action. If you changed your target’s attitude to friendly or better, your target is considered flat-footed against this attack. If the target survives, it takes a –2 penalty on its initiative check for this combat. Once you attack a creature, its attitude becomes hostile.
Quick Draw. You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Misha “Godefroy”– Misha moved to Mordent and attempted to claim the House on Gryphon Hill. Little did she know she actually was a descendant of the Foxgroves. Soon enough, her charade came to an end at the hands of Lord Wilfred Godefroy himself. Class Rogue Archtype Swindler.

Level 1 Feat/Ability – Let Fate Decide - The swindler can declare two different actions that rely on different types of rolls or checks, such as attacking a creature (an attack roll) or sneaking past the same creature (a Stealth check). As a standard action, the swindler then uses a random method to choose one of the declared activities, such as flipping a coin, rolling a die, or drawing a harrow card. The specific method doesn’t matter as long as there is an equal chance of either activity being chosen.
If the swindler then performs the chosen activity within the next round, she gains a luck bonus on the roll type required for that activity—attack rolls with a specific weapon, a specific skill check, a specific ability check, or a specific saving throw—equal to half her rogue level (minimum +1) for 1 minute. If the swindler performs any other action (whether declared or not) in the round after using this ability, she becomes shaken for 1 minute instead. The swindler can use this ability a number of times per day equal to 3 + her Charisma modifier.

Level 3 Feat/Ability – Quicker than the Eye - When the swindler uses Sleight of Hand, creatures take a penalty on their Perception checks equal to half the swindler’s class level to notice the attempt. The swindler also reduces the normal –20 penalty by an amount equal to her class level when attempting a Sleight of Hand check as a move action instead of as a standard action. Lastly, the swindler can draw hidden weapons or objects from her person as a move action instead of the usual standard action.

Level 5 Feat/Ability – Poker Face - The swindler gains a +1 bonus on Bluff, Profession (gambler), and Sense Motive checks. This bonus increases by +1, for every odd level thereafter capping at +7. The swindler can also attempt to feint against non-humanoid targets without penalty, though she still takes a –8 penalty on feint attempts against creatures with animal intelligence and she cannot feint against mindless creatures.

Level 7 Feat/Ability – No Fool – The swindler gains a +1 bonus on Will saves, this bonus increase by +1 for every odd level thereafter, capping at +5.

Level 9 Feat/Ability – Cheat Fate - Once per day, the swindler can reroll any one d20 roll she has just made before the GM has revealed the result. She must take the result of the second roll, even if it is worse. The swindler can use this ability twice per day at 13th level, and three times per day at 17th.

GraveKnight Davriel Vaush – One of the first prisoners of Brandescar Prison, Davriel was sentenced to death for his crimes against Talingarde. Unbeknownst to the followers of Mitra, Asmodeus placed a “curse” on Davriel that should he be killed, he would rise as a GraveKnight. The evening of his death, he rose and led the only insurrection of the prison, which has been lost to the records. The revolt was put down and Davriel was imprisoned in a block using concrete until a powerful enough Cleric could be summoned to destroy him. His second death was seen as a failure to Asmodeus who refused to claim Davriel’s soul, his spent… far too long trapped in the prison walls. Until he hitched a ride out with Sergei. Class Fighter – Archtype Gloomblade.

Level 1 Feat/Ability – Shadow Weapon - A gloomblade can create a shadowy weapon (a supernatural weapons from ribbons of pure darkness) in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish.

Level 3 Feat/Ability – Devastating Blast - Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight has (Reflex for half). This damage is force damage.

Level 5 Feat/Ability – Enhanced Shadow Weapon – Sergei’s gloomblade now becomes magical (+1) and gains the Ghost Touch property.

Level 7 Feat/Ability – The shadow weapon wielded by the gloomblade gains the Improved Critical feat, doubling the threat range of the created weapon.

Level 9 Feat/Ability – Channel Destruction: Any weapon a graveknight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the graveknight has. This is considered force damage.

Madame Marcella. A Vistani seer who ran afoul of Azalin and ended up in his dungeons perishing there of malnutrition. Class Witch.

Level 1 Feat/Ability – Hex. Evil Eye. The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Level 3 Feat/Ability – Hex. Misfortune. The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Level 5 Feat/Ability – Hex. Charm. A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch's Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.

Level 7 Feat/Ability – Hex. Discord. The witch can make an animal or humanoid within 30 feet distrust another creature within line of sight. The target’s attitude toward the other creature decreases by one step. A successful Will save negates this effect. The effect lasts for a number of rounds equal to the witch’s Intelligence modifier. The duration can be extended with the cackle hex. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect decreases the attitude of the target creature by two steps. This is a mind-affecting charm effect.

Level 9 Feat/Ability – Hex. Murksight. The witch can see through natural fog, mist, and rain without penalty, ignoring any concealment bonuses gained from such effects. If the effect is created by magic, the witch can see up to 15 feet without penalty, with normal penalties and effects applying beyond that distance. This ability functions underwater as well, allowing the witch to see in murky water as though it were clear. This does not allow the witch to see anything she could not see otherwise, such as an invisible creature. This ability will function within the Ravenloft mists, but grants no ability to control the Mists.